| Jaegr "Knock Knock" |
Jaegr takes the hit from the leader and says "Nice scratch! There was a question in my mind whether that could even draw blood! Now you will feel my answer!"
This is assuming that the sleep won't work, otherwise I will attack the other flunky that attacked me
Attack with Crushing Blow 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d8 + 6 ⇒ (5) + 6 = 11
Endurance to Ignore Fatigue 1d20 + 8 ⇒ (9) + 8 = 17
Assuming I did this right with the fatigue, the bard's bonus will cancel out the fatigue penalties from damage I took last round (which the roll to ignore fatigue failed). Also note that my AC will be 1 lower than normal (17).
If I make it into next round, can I try to ignore fatigue again?
| Kirth Gersen |
"I'll have your blood, damn your eyes!" Sleep on the leader.
Vanya, in his rage, is about to invoke his spell of sleep when he remembers that elfs -- even part-elves -- are immune -- he knows this from his time in Aviona. It also occurs to him that casting a spell in an enclosed space while being theatened with blades is a good way to fail to cast a spell.
| Kirth Gersen |
The hobgoblin presses his advantage, but fails to strike the killing blow against his weaked adversary.
Jaegr, despite the trickle of blood dripping from him, swings powerfully, his pickaxe crashing into one of the guards and dropping him to the floor, unconscious.
Good thinking on rolling the Endurance check, BTW -- looks like you're a natural for the new rules! And yes, as written you can try each round.
| Jaegr "Knock Knock" |
Good thinking on rolling the Endurance check, BTW -- looks like you're a natural for the new rules! And yes, as written you can try each round.
I really like what you have done with these rules and have been following the thread in the homebrew forum. Now I have to figure out how to shift my home game to them....
Also I wasn't clear but I was going to attack the leader, but it can wait til until next turn!
| Kirth Gersen |
The leader continues to attack Jaegr, recognizing him as the most imminent threat:
1d20 + 4 ⇒ (18) + 4 = 22; 1d6 + 4 ⇒ (1) + 4 = 5
The wounded man, realizing their leader is still up and will kill them if they flee, attempt to sell their lives dearly:
vs. Wyvurn: 1d20 - 1 ⇒ (14) - 1 = 13; 1d6 - 1 ⇒ (3) - 1 = 2.
Meanwhile, the woman, faced with a grunting boar and a mean-looking wood elf, still attempts to aid the leader. Pointing at Jaegr, she yells, "Drop it!" [ooc]Attempting to cast defensively: 1d20 + 3 ⇒ (16) + 3 = 19 vs. DC 13.
| Kirth Gersen |
Leader, to confirm crit:
1d20 + 4 ⇒ (3) + 4 = 7; 1d6 + 4 ⇒ (6) + 4 = 10
Assuming it misses:
Inexplicably, the staggered dwarf has the sudden urge to throw down his weapon.
Jaegr: DC 13 Will save to resist. You get your racial bonus, but don't forget -3 in fatigue penalties. Also, you drop if you take an action now.
| Caspian Barefoot |
Caspian Barefoot wrote:Caspian continues his inspiration into round 2Caspian, as a minstrel, can cast spells while maintaining his inspiration, provided he keeps playing and doesn't move around.
You are correct I think daze should be used each round till they are all defeated....
I target the leader....
| Jaegr "Knock Knock" |
Leader, to confirm crit:
1d20+4; 1d6+4Assuming it misses:
Inexplicably, the staggered dwarf has the sudden urge to throw down his weapon.
Jaegr: DC 13 Will save to resist. You get your racial bonus, but don't forget -3 in fatigue penalties. Also, you drop if you take an action now.
Will Save 1d20 + 1 ⇒ (9) + 1 = 10
Fort Save or Dazed for 1 Round 1d20 + 3 ⇒ (1) + 3 = 4Jaegr has a stunned look and his face and throws down his weapon, seemingly defeated.
| Kelsin Illstar |
"Wh...Jaegr what are you doing? It's just hu-man magic, you can fight it off!"
Round 2, Initiative Last
AC16, HP 9/9
Snort: AC18, HP18/18
SA: cast Shillelagh on my quarterstaff
If Snort can charge, he's gonna, though I'm assuming it's too close of quarters.
Snort attack on same woman: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
| Wyvurn |
Wyvurn curses himself and gets his feat back under him. He wouldn't have taken that cut if he hadn't overextended himself.
Should have gotten out of Lunge last round when the guard stepped up on me. Dropiing Lunge now. Attacking the same guard 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (5) + 2 = 7 Wow forum dice, wow.
| Kirth Gersen |
Vanya Assuming he'll attack the leader again; hope you don't mind too much:1d20 + 2 ⇒ (10) + 2 = 12; 1d8 + 2 ⇒ (4) + 2 = 6
Like sharks smelling blood in the water, the Chancellor's Guards rally as they see Jaegr -- seemingly their most formidable foe -- drop his pick, and the attacks of the others fall short.
Heavily wounded man against Wyvurn: 1d20 - 1 ⇒ (8) - 1 = 7; 1d6 - 1 ⇒ (5) - 1 = 4
Woman against Snort: 1d20 + 2 ⇒ (9) + 2 = 11; 1d6 + 1 ⇒ (4) + 1 = 5
Leader against Vanya: 1d20 + 3 ⇒ (14) + 3 = 17; 1d6 + 3 ⇒ (2) + 3 = 5
| Jaegr "Knock Knock" |
Wow. I've never seen a 0 on an attack roll! That's so bad I can't let it go! Rolling to confirm critical fumble:1d20-1
You know the battle is not going your way when you roll a 0. Now for a negative roll!
| Kirth Gersen |
Kirth, did I remember that you can draw a weapon as a free action at +1 BAB in yours anytime, or is it still only during a move?
Characters trained in Sleight of Hand can pull weapons as a free action. Otherwise it's either part of, or in place of, a move action. In your case, I can see the problem -- you're staggered, so you get only a move action or an attack action, not both. Tell you what -- make a DC 20 Endurance check (like ignoring fatigue or using the diehard function) to ignore the staggered condition for one round. Then you can pull a weapon and still attack before you fall over.
The dwarf, somehow keeping his feet through sheer endurance, mindlessly scrabbles to pull a weapon and keep fighting, despite the fact that he should by all rights be unconscious.
| Jaegr "Knock Knock" |
Characters trained in Sleight of Hand can pull weapons as a free action. Otherwise it's either part of, or in place of, a move action.
I knew I read it somewhere!
In your case, I can see the problem -- you're staggered, so you get only a move action or an attack action, not both. Tell you what -- make a DC 20 Endurance check (like ignoring fatigue or using the diehard function) to ignore the staggered condition for one round. Then you can pull a weapon and still attack before you fall over.
Endurance (with a -3) 1d20 + 5 ⇒ (16) + 5 = 21
Jaegr pulls out his silver warhammer and lunges toward the leader yelling "KNOCK!"
Attack with Crushing Blow 1d20 + 1 ⇒ (5) + 1 = 6
Damage 1d8 + 1 ⇒ (1) + 1 = 2
Do I get another endurance check for ignoring the 1 point of damage or did I use that up by ignoring being staggered?
| Kirth Gersen |
Do I get another endurance check for ignoring the 1 point of damage or did I use that up by ignoring being staggered?
The valiant dwarf somehow produces a hammer out of nowhere and feebly swings at the leader with it, still unwilling to cede the fight.
You're into Diehard territory now, and will be staggered (or unconscious) from now on until healed or you recover by resting. Each round, you can make another Endurance check to avoid taking that extra point of damage that will drop you. Unfortunately, the DC increases by 1 each time, so next round the check is at DC 21.
| Jaegr "Knock Knock" |
Jaegr "Knock Knock" wrote:Do I get another endurance check for ignoring the 1 point of damage or did I use that up by ignoring being staggered?The valiant dwarf somehow produces a hammer out of nowhere and feebly swings at the leader with it, still unwilling to cede the fight.
You're into Diehard territory now, and will be staggered (or unconscious) from now on until healed or you recover by resting. Each round, you can make another Endurance check to avoid taking that extra point of damage that will drop you. Unfortunately, the DC increases by 1 each time, so next round the check is at DC 21.
Endurance with a -3 1d20 + 5 ⇒ (18) + 5 = 23
Jaegr looks at the leader still trying to appear as a threat "You have to do better than that to put a Dverge to the ground"
| Kelsin Illstar |
Round 3(?), Initiative Last
AC16, HP 9/9
Snort: AC18, HP18/18
MA: get into flanking position
SA: Attack the woman again
Kelsin:
MA: step up into attack position
SA: Attack the woman along with Snort
Snort attack on same woman: 1d20 + 1 + 1 + 2 ⇒ (9) + 1 + 1 + 2 = 13
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Kelsin attack on the woman: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 ⇒ 2
Kelsin and Snort continue to try to take down the female human, but fighting in bars is not their strong suit.
| Kirth Gersen |
Blades flash and clatter against the defenders' swords and mail, but none strike home. Most of the patrons have hastily departed, and a few braver souls stand by, watching in gape-mouthed astonishment. It is clear that no one present is any great friend of the black-cloaked Guardsmen, but it is equally obvious that stepping into a fight on behalf of a motley group of savages, misfits, and racial outcasts isn't high on anyone's agenda.
Hopefully Wyvurn can help turn the tide here.
| Kirth Gersen |
Inspire Courage: A bard of either type can learn to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm, despair, and fear effects, and a +1 competence bonus on attack and weapon damage rolls. At 4th level, and every four bard levels thereafter, this bonus increases by +1, to a maximum of +6 at 20th level.
| Wyvurn |
Hopefully I can turn the tide here...
1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (5) + 2 = 7
Confirmation follows. I guess all that needs to happen is for Kirth to ask...
1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (6) + 2 = 8
and just when I thought the forum dice we're being nice...
Wyvurn finally tires the guardsmen enough to cause him to drop his sword just a fraction of an inch, lowering his guard enough to get in a good cut with his kukri.
| Kirth Gersen |
The canny hobgoblin waits for his opening. When his exhausted opponent's guard sags, he lunges to the attack, his powerful, scything cut dropping his opponent to the floor in a gout of blood.
The leader of the guardsmen glances quickly back and forth between his two antagonists, trying not to show his incredulity that the dwarf is even still standing. Bobbing a quick feint towards Jaegr, he swiftly reverses and takes a long step outside the dwarf's reach, driving strongly with his blade at Vanya instead:
1d20 + 2 ⇒ (14) + 2 = 16; 1d6 + 2 ⇒ (3) + 2 = 5
Meanwhile, the woman, finding herself flanked between two adversaries, attacks the slavering boar as the most dangerous threat.
1d20 + 2 ⇒ (11) + 2 = 13; 1d6 + 1 ⇒ (2) + 1 = 3.
| Jaegr "Knock Knock" |
The leader of the guardsmen glances quickly back and forth between his two antagonists, trying not to show his incredulity that the dwarf is even still standing. Bobbing a quick feint towards Jaegr, he swiftly reverses and takes a long step outside the dwarf's reach, driving strongly with his blade at Vanya instead:
Does that mean he is farther than a 5ft step?
| Kirth Gersen |
I can't believe that in all this fighting I haven't been hit one time. Just like in old swashbuckling movies :) And I haven't managed to land a strike as well.
Vanya:
| Kirth Gersen |
Attack net hoping to tangle up the leader
Caspian
| Vanya Volkov |
Vanya Volkov wrote:I can't believe that in all this fighting I haven't been hit one time. Just like in old swashbuckling movies :) And I haven't managed to land a strike as well.Vanya:** spoiler omitted **
| Kelsin Illstar |
"Argh! Don't let her slice at you like that, Snort; nail 'er!"
Round 4(?), Initiative Last
AC16, HP 9/9
Snort: AC18, HP18/18
SA: Attack the woman again
Kelsin:
SA: Attack the woman along with Snort
Snort attack on same woman: 1d20 + 1 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 1 + 2 = 9
Damage: 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Kelsin attack on the woman: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Three straight fours? Seriously? W!T!F!
| Kirth Gersen |
Caspian's net neatly settles over the leader, who immediately lurches to try and break free.
1d20 + 3 ⇒ (10) + 3 = 13
Let's see... your CMD = 10 +0 (BAB) + 0 (Str) -1 (size) +3 (Dex) = 12 (please note that, and your BAB and CMB, somewhere on your profile where we can find them).
| Kirth Gersen |
The hobbit's net very nearly ends this contest, but the leader is too fast to be caught so easily; with a quick slash, he remains free. Still, the delay costs him another attack against the Oprichnik.
Caspian:
Jaegr: